Revision 85aca9b by Ton Roosendaal July 11, 2005, 11:58 (GMT) |
Fix for bug #2747 Knife cut in edge selection mode can cause crashes, since it uses subdivide which isn't edge-select aware yet. Quickly patched it by making knife checking on vertex selection. Johnny: undo this change when you add the new subdiv code, good test for if it works as well! :) |
Revision 10c4c64 by Martin Poirier July 11, 2005, 11:09 (GMT) |
Boundbox select object mode optimisation. Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene. Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected). This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders) |
Revision 8301d7a by Ton Roosendaal July 11, 2005, 11:01 (GMT) |
Bug fix #2762 Quite harmless, but was lazy code... When you choosed "Vertex Color Paint" material, the init_render_material() also set the "Vertex color Light" option, because that flag was checked on during render to detect vertex colors. Now it has proper checks in render code. |
Revision 54cd0cf by Martin Poirier July 11, 2005, 10:48 (GMT) |
This commit fixes radiosity to correctly preserve and subdivide UV coordinates. Known problem: Pin status bleeds a bit, so new subdivided UVs around points that were original pinned can end up pinned in the end. Could be fixed, or could just drop pinned status entirely. Also, when gathering meshes, it doesn't add materials twice, so it's harder to bust the 16 materials limit. |
Revision 9cb84a6 by Ton Roosendaal July 11, 2005, 09:46 (GMT) |
Bug fix #2763 Depgraph missed proper relation from one armature bone to another armature bone. Interesting rig setup for facial animation by Malefico! :) http://projects.blender.org/tracker/index.php?func=detail&aid=2763&group_id=9&atid=125 |
Revision 0c197b2 by Ton Roosendaal July 11, 2005, 09:27 (GMT) |
Bugfix for #2768 Starting a Bake for SoftBody didn't initialize the animation system for the first frame correctly, causing an initial unwanted softbody effect. |
Revision 0fa1e2d by Ton Roosendaal July 11, 2005, 09:17 (GMT) |
Bug fix #2772 EditMesh undo didn't restore vertex colors! That slipped our attention for almost a year... :) |
Revision 27943d8 by Ton Roosendaal July 11, 2005, 08:33 (GMT) |
More cleanup: removed do_all_actions() from the src/ tree, replaced with proper recalc events. Now action-curve editing updates as it should be. |
Revision 11a8714 by Ton Roosendaal July 11, 2005, 08:04 (GMT) |
Cleaned up the old call to do_all_actions(). It only is supposed to do a single object, but was still called outside of that scope. Caused crashes for example when editing Ipo curves of action keys. editaction.c and editnla.c still need to be tackled... |
Revision b72c540 by Ton Roosendaal July 11, 2005, 07:31 (GMT) |
MetaBall editmode didn't send the DAG recalc event while transformed. :) Meaning, it didn't do polygonizing while moving elements in edit mode. |
Revision 399f670 by Willian Padovani Germano July 11, 2005, 02:41 (GMT) |
Scripts updated: - Jean-Michel Soler: paths import -- ai and svg modules; - Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython); - Campbell Barton: obj importer. Thanks guys, excuse me the delay. - tiny doc update. |
Revision c015d52 by Joseph Gilbert July 10, 2005, 20:40 (GMT) |
Removed ika files from projectfiles for armature update |
Revision 3d267e8 by Johnny Matthews July 10, 2005, 13:45 (GMT) |
Fix for Bug #2793. A really dumb coding error that I made when I coded this. left out brackets around an if block. |
Revision 31f50d9 by Ton Roosendaal July 10, 2005, 12:50 (GMT) |
For long on the wanna-have list; Ipocurves with "Auto" handles now have option to remain horizontal on the extrema (tops & valleys). Use ALT+H to set this per selected curve. Note this is a per-curve feature, not per-handle. If it works satisfying I can check on making this the default new added curve. |
Revision 227a67e by Ton Roosendaal July 10, 2005, 11:00 (GMT) |
Bug fix #2774 Using linked library files with relative paths, didn't set the correct relative root... so it only worked with files in the same directory. ALso fixed the button-lock in material buttons, it didn't allow to see which materials were linked to the mesh/object. |
Revision 65c9ea4 by Ton Roosendaal July 10, 2005, 10:36 (GMT) |
Duplicating armatures didn't give proper re-build pose signal. |
Revision d7c7b54 by Ton Roosendaal July 10, 2005, 09:55 (GMT) |
Switching scenes in the editor now correctly exits all modes, it didn't do vertex/weight/texture paint yet. |
Revision 36c2f0b by Ton Roosendaal July 10, 2005, 09:42 (GMT) |
Bug fix #2790 Pressing Wkey with no object active crashed. |
Revision 3d6d140 by Ton Roosendaal July 10, 2005, 09:38 (GMT) |
Bugfix #2791 Apply deform without object active crashed (only when using pulldowns) |
Revision 7a31d07 by Ton Roosendaal July 10, 2005, 09:32 (GMT) |
Bugfix #2797 Editmesh SHIFT+F "Fill" used an unsigned char to count amount of selected edges linking to vertices, but also subtracted... causing the char to become 255. Gave crashes (or infinite loops) when using "Fill" on random input of solid meshes. |
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